Category: Dungeon Masters Supplement

  • Revised Saving Throw Matrix

    In Dragon Magazine #80 in the column Leomund’s Tiny Hut Lenard Lakofka published a revised saving throws table that smoothed out the incremental changes by level, e.g., instead of the Magic User changing saving throws every 4 levels, slight changes were made more often.

    Upon reading Lenard’s article I immediately adopted his version of this table into my campaigns. I’ve reproduced the table on this page for your edification. Note: I made no changes to this table for this publication. Allowing for format changes and possible errors on my part this table is identical with that published in Dragon Magazine #80.

    Saving Throw Matrix

    Level or Hit Dice
    Class 0 1-1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
    Paralyzation/Poison/Death Magic
    Cleric 12 11 10 10 9 9 8 8 7 7 6 6 6 5 5 5 4 4 4 3 2 2 2
    Fighter 16 15 14 13 13 12 11 10 10 9 8 7 7 6 5 4 4 3 3 3 3 3 3
    MU 16 15 14 14 14 13 13 13 12 12 12 11 11 11 11 11 10 10 10 9 9 9 8
    Thief 15 14 13 13 13 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8
    Petrification/Polymorph
    Cleric 15 14 13 13 12 12 12 11 10 10 9 9 9 8 8 8 7 7 7 6 5 5 5
    Fighter 17 16 15 14 14 13 12 11 11 10 9 8 8 7 6 5 5 4 4 4 4 4 4
    MU 15 14 13 13 12 12 11 11 11 10 10 9 9 9 8 8 7 7 7 6 6 5 5
    Thief 14 13 13 12 12 12 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8 8 7
    Rod/Staff/Wand
    Cleric 16 15 14 14 13 13 12 11 11 11 10 10 10 9 9 9 8 8 8 7 6 6 6
    Fighter 18 17 16 15 15 14 13 12 12 11 10 9 9 8 7 6 6 5 5 5 5 5 5
    MU 13 12 11 11 10 10 9 9 9 8 8 7 7 7 6 6 5 5 5 4 4 3 3
    Thief 16 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4
    Breath Weapon
    Cleric 18 17 16 16 15 15 15 14 13 13 12 12 12 11 11 11 10 10 10 9 8 8 8
    Fighter 20 19 17 16 16 15 13 12 12 11 9 8 8 7 5 5 4 4 4 4 4 4 4
    MU 17 16 15 15 14 14 13 13 13 12 12 11 11 11 10 10 9 9 9 8 8 7 7
    Thief 18 17 16 16 16 15 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11
    Spells
    Cleric 17 16 15 15 14 14 14 13 12 12 11 11 11 10 10 10 9 9 9 8 7 7 7
    Fighter 19 18 17 16 16 15 14 13 13 12 11 10 10 9 8 7 7 6 6 6 6 6 6
    MU 14 13 12 12 11 11 10 10 10 9 9 8 8 8 7 7 6 6 6 5 5 4 4
    Thief 17 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5

  • Revised Combat Matrix

    This page contains a revised Combat Matrix for all levels and hit dice of characters and monsters.

    The Combat Matrix presented here is reproduced from an article published by Lenard Lakofka in Dragon Magazine #80. Lenard’s article was on the “5% Rule” which evened the attack tables out and made the progression more even. I made no contribution to his effort other than re-typing the table itself. I stake no claim to this particular effort, merely posting it here for others to use.

    To use the matrix:

    The first 5 rows of each section of the matrix are the hit dice (monsters) or levels (Fight, Cleric, Thief, or Magic-User) for which a to-hit number is needed.

    Below those rows, the final 11 rows of each matrix are for the Armor Class indicated in the left-most column.

    For example, to find the to-hit number for a 5th level thief against armor class 4, first locate the thief’s level in the 4th row, the fifth column in the table. From there, follow that column down until “4” is listed in the left-most column. This indicate “15” is what the thief needs to roll to hit armor class 4.


    Revised Combat Matrix

    HD: 1-2 hp 1-4 hp 1-1 1 1+1 to 1+3
    F: 0 M@A 1 2 3
    C: 1 to 2 3 4 to 5
    T: 1 to 2 3 to 4 5 6 to 7
    MU: 1 2 to 3 4 to 5 6 to 7 8 to 9
    10 12 11 10 9 8
    9 13 12 11 10 9
    8 14 13 12 11 10
    7 15 14 13 12 11
    6 16 15 14 13 12
    5 17 16 15 14 13
    4 18 17 16 15 14
    3 19 18 17 16 15
    2 20 19 18 17 16
    1 20 20 19 18 17
    0 20 20 20 19 18
    -1 20 20 20 20 19
    -2 20 20 20 20 20
    -3 20 20 20 20 20
    -4 21 20 20 20 20
    -5 22 21 20 20 20
    -6 23 22 21 20 20
    -7 24 23 22 21 20
    -8 25 24 23 22 21
    -9 26 25 24 23 22
    -10 27 26 25 24 23

     


     

    HD: 1+4 to 2+3 2+4 to 3+3 3+4 to 4+3 4+4 to 6+3 6+4 to 7+3
    F: 4 5 6 7 8
    C: 6 7 to 8 9 10 to 11 12
    T: 8 9 to 10 11 to 12 13 to 14 15 to 16
    MU: 10 11 to 12 13 14 to 15 16 to 17
    10 7 6 5 4 3
    9 8 7 6 5 4
    8 9 8 7 6 5
    7 10 9 8 7 6
    6 11 10 9 8 7
    5 12 11 10 9 8
    4 13 12 11 10 9
    3 14 13 12 11 10
    2 15 14 13 12 11
    1 16 15 14 13 12
    0 17 16 15 14 13
    -1 18 17 16 15 14
    -2 19 18 17 16 15
    -3 20 19 18 17 16
    -4 20 20 19 18 17
    -5 20 20 20 19 18
    -6 20 20 20 20 19
    -7 20 20 20 20 20
    -8 20 20 20 20 20
    -9 21 20 20 20 20
    -10 22 21 20 20 20

     


     

    HD: 7+4 to 8+3 8+4 to 9+3 9+4 to 11+3 11+4 to 12+3 13+4 to 15+3
    F: 9 10 11 12 13
    C: 13 to 14 15 16 to 17 18 19+
    T: 17 to 18 19 to 20 21+
    MU: 18 to 20 21+
    10 2 1 0 -1 -2
    9 3 2 1 0 -1
    8 4 3 2 1 0
    7 5 4 3 2 1
    6 6 5 4 3 2
    5 7 6 5 4 3
    4 8 7 6 5 4
    3 9 8 7 6 5
    2 10 9 8 7 6
    1 11 10 9 8 7
    0 12 11 10 9 8
    -1 13 12 11 10 9
    -2 14 13 12 11 10
    -3 15 14 13 12 11
    -4 16 15 14 13 12
    -5 17 16 15 14 13
    -6 18 17 16 15 14
    -7 19 18 17 16 15
    -8 20 19 18 17 16
    -9 20 20 19 18 17
    -10 20 20 20 19 18

     


     

    HD: 15+4 to 16+3 16+4 to 19+3 19+4 to 22+3 22+4 & up
    F: 14 15 16 17+
    C:
    T:
    MU:
    10 -3 -4 -5 -6
    9 -2 -3 -4 -5
    8 -1 -2 -3 -4
    7 0 -1 -2 -3
    6 1 0 -1 -2
    5 2 1 0 -1
    4 3 2 1 0
    3 4 3 2 1
    2 5 4 3 2
    1 6 5 4 3
    0 7 6 5 4
    -1 8 7 6 5
    -2 9 8 7 6
    -3 10 9 8 7
    -4 11 10 9 8
    -5 12 11 10 9
    -6 13 12 11 10
    -7 14 13 12 11
    -8 15 14 13 12
    -9 16 15 14 13
    -10 17 16 15 14
  • Spore Spitter

    Kevin invented this one — it proved deadly for lower level parties, especially when the spore spitter kept making spores faster than we could kill them.

    This monster was originally published in & Magazine, Issue 8, and the short fiction that was published along with this description is here.

     


     

    Spore Spitter

    Frequency very rare
    No. Encountered 1d3
    Size L (10′ tall)
    Move 10 feet
    Armour Class 0
    Hit Dice 11
    Attacks special
    Damage 1d6
    Special Attacks spores
    Special Defences none
    Magic Resistance standard
    Lair Probability 95%
    Intelligence semi-
    Alignment Neutral

    Appearance

    The spore spitter is a semi-intelligent, carnivorous plant that somewhat resembles a short, squat, greenish tree trunk. Although it has no obvious external sense organs, it can apparently detect and “observe” creatures and terrain within 240 feet of itself. About 3′ from the top of the truck it has six evenly spaced holes about 8″ in diameter. Through these it emits the flying spores that comprise both its reproductive and attack systems.

    Combat

    While the spore spitter has no attacks it can emit up to 6 flying spores per round which attack for it. A spore spitter can control up to 36 spores at a time and can emit up to 144 spores in a week. Each spore has 1 hit point and is AC -1. The spores fly at 18″ (MC:B) and attack as an 11 hit die monster. Each hit causes 1d6 points of damage and kills the spore. The spores are non-intelligent but are controlled by the spore spitter at distances up to 240 feet, including out of line-of-sight.

    The spore spitter will direct its spores to attack what appear to be the most dangerous opponents first, which will include spellcasters, and any character utilizing any type of fire or large cleaving weapons. It will also attack the closest opponents first, unless more distant opponents appear to be the greater threat.

    Habitat/Society

    Spore spitters are singular creatures and will not normally tolerate the presence of other spore spitters within their territory. Spitters will typically drive animals over 40 pounds out of their area, and will also drive out any mobile plant life, intelligent or not. If faced with a foe that cannot be killed or driven away, a spitter will flee to preserve its own life.

    Found only in temperate forests, spitters go dormant in sub-freezing weather, rousing when the temperature rises above freezing.

    Spore spitters may be considered divine by some humanoids monsters of low intelligence. In some cases, a spore spitter will guard the treasure of the worshippers and will in turn be guarded and fed by them with compost and water. In other rare cases there might be as many as 3 spore spitters, but such cases are very infrequent.

    Sages postulate that spitters that accept the presence of humanoids or other spitters were raised in proximity to other creatures and become accustomed to their presence. Those who grow in solitary conditions are more typical.

    Ecology

    Spore spitters appear to draw their sustenance from water, light, and soil. Periodically they will sink appendages similar to roots into the soil, and when not otherwise roused may remain in a spot for weeks. While considered carnivorous, they do not directly consume flesh. Rather they kill trespassers and drag the bodies into a sheltered area, covering them with leaves and dirt. The spitter will then root most often on this spot, in essence making it a compost heap.

    The spores serve for both protection and reproduction. Given that spitters are typically solitary creatures, to reproduce they will send their spores flying outside of their range of control. The spores have been known to drift for miles until eventually falling to the ground or hitting a solid object. If landing in the right conditions (rich soil) the spore will transform into a type of seed.

    The young spore spitter appears like a greenish sapling without branches. Over the course of the first three years of growth it grows to 10′ high, and for the next few years after that will broaden out to a girth of 3′ in diameter.

    Up to this point the spitter appears to be a non-sentient, non-mobile plant. An unknown event triggers a change, after which it gains intelligence, uproots itself, and goes in search of a home area if its initial area does not appear suitable, or if too close to another spitter.

    Note: Gas spores and their brethren have no relationship with spore spitters.

    Variants

    None.

    Treasure

    Q x5

    Level/XP Value

    Hit Dice AD&D 5% Rule
    11 HD 4,950 + 16/hp
  • Gas Spores

    My first campaign as DM had a number of experienced players. This was a first attempt at shaking up the experienced players by providing encounters for which they could not be prepared. While we never used all the types listed here, the Gem spore was entertaining, as was the Invisibility spore.

     


    Gas Spores

    Frequency rare
    No. Encountered 1 (2d4)
    Size L (6′ diameter)
    Move 30 feet
    Armour Class 9
    Hit Dice 1 hp
    Attacks none
    Damage special
    Special Attacks see below
    Special Defences see below
    Magic Resistance standard
    Lair Probability nil
    Intelligence non-
    Alignment Neutral

    Appearance

    Although the Gas spore is the most commonly known of the type, there are many other kinds. All have similar physical characteristics, strongly resembling a beholder at distances beyond 10 feet. As such they have what appears to be a large eye on one side, the “front”, and appendages on the top that resemble the smaller eyes of the beholder. They travel slowly, floating along silently, never making any noise.
    Please note that at distances of 10 feet to 30 feet a character who asks has a 50% chance of detecting that the creature is a spore and not a beholder. At distances beyond 30 feet a character cannot determine the difference although the fact that the spore has not attacked magically may provide a character with the clue that it is a spore.

    Combat

    Spores do not have a physical attack — they are very fragile and explode if as little as 1 hp of damage is inflicted upon them. The explosion affects all within 2″ of the spore (see below for exact effects). While some spores cause physical damage, others do not, merely inflicting a magical effect.
    Touching a spore with bare flesh infects a creature with rhizomes, which travel through the body in 1 round. The victim must receive a Cure Disease within 24 hours of infection or die and sprout 2-8 spores. Note that the types of spores produced is random, so a creature killed by a spore can produce 8 different types, none like the original. Also note that creatures within the area of effect of an exploding spore (regardless of type) have a 5% chance of being infected.

    Habitat/Society

    Spores are completely non-intelligent and have no society. While more than one may be encountered at a time, that is relatively rare (5%) and will occur only within a few hours of an infected creature sprouting spores, or in cases where sprouted spores are physically unable to leave a locale.

    Ecology

    The origins of spores are lost in antiquity, but sages believe that they were originally created by magic users as guardian beasts. Considering that examination of the remains show a similarity to various fungi, sages further conjecture that they were created from mushrooms.
    Once sprouted the spores will drift randomly through a dungeon until encountering anything that inflicts at least 1 hp of damage, which causes them to explode. Observation has shown that unless damaged a spore may survive up to a year, at which time it will sink to the ground and die, resembling a flattened ball. Anything touching the remains with bare flesh within the next month will be infected with rhizomes and start the process anew.
    Spores tend to move towards anything with body heat within 12″, although how they sense heat through a maze of tunnels remains unknown. They float via light gases, apparently hydrogen or helium, move by spurting small amounts of gas through orifices, and metabolize additional gas as they need it.

    Variants

    The following types of spores have been documented:

    Spore Type Effect
    Anti-Magic Explodes for 2d6 points of damage. In addition all items must save vs. Lightning at +3 or be permanently drained of all magic.
    Confusion Explodes for 1d6 points of damage. In addition all must save or be confused for 6d6 rounds.
    Feeblemind Explodes for 1d6 points of damage. In addition all must save or be feebleminded for 1d6 turns.
    Gas Explodes for 6d6 points of damage.
    Gem Explodes for 6d6 points of damage and sprays 6d6 100gp gems in all directions.
    Glow Explodes for 1d6 points of damage. In addition all metal items in area will glow with Continual Light for 1d6 turns. Magic items may save vs. breakage to avoid the effect.
    Heal All damage is cured and ailments healed. This effect includes the effects of a Restoration spell, but will not raise or resurrect dead.
    Invisibility Explodes for 3d6 points of damage. In addition all failing a save vs. Spell affected as by Improved Invisibility spell.
    Metallic Explodes for 6d6 points and sprays 100-1,000 coins of random types.
    Paralysis Explodes for 1d6 points of damage. In addition produces an invisible gas and all must save or be paralyzed for 1-4 turns.
    Petrification Explodes for 1d6 points of damage. In addition all must save vs. Petrification or be turned to stone.
    Plane Shift Explodes for 1d6 points of damage. In addition all creatures not saving vs. Magic plane shift to a random plane. All in group affected will shift to the same plane.
    Poison Explodes for 3d6 points of damage. In addition it produces a greenish cloud and all in cloud must save vs. poison or die.
    Slow Explodes for 1d6 points of damage. In addition all creatures are slowed for 3d4 rounds with no saving throw. Note that creatures immune to Slow for any reason are not affected.
    Stun Explodes for 1d6 points of damage. In addition all must save or be stunned for 3d6 rounds.
    Wish Explodes for 1d6 points of damage. In addition all creatures in area gain a Wish or Limited Wish. Note that the affected creatures have 1 hour to make their wish and the first statement during that time indicating a desire will be acted upon.

    Treasure:

    While spores generally have no treasure, some explode scattering coins or gems.

    Level/XP Value

    Hit Dice AD&D 5% Rule
    1 HD 200 200
  • Orc, Subterranean

    Since getting back into AD&D I periodically search the web for new ideas. A while back I spotted the Black Orc on Dungeon Delver’s site. Thought it was a great variation and immediately added it to my campaign!

    More recently I started rewriting home-built monsters in a write-up style similar to that used by more recent editions of D&D — while I don’t care for the newer games that doesn’t mean they don’t have some good ideas. <G> The version that follows expands upon the original description, adding more depth in the form of society and ecology. If you want to read the original version click here to navigate to the Dungeon Delver’s site.


    Orc, Subterranean

    Frequency very rare
    No. Appearing 1d10 or 10d10 or 100d10
    Armor Class 1
    Move 120′
    Hit Dice 4+4
    % in Lair 15%
    No. of Attacks 2
    Damage/Attack by weapon +3
    Special Attacks surprise
    Special Defenses difficult to surprise
    Magic Resistance 25%
    Intelligence Average to Very
    Alignment Lawful Evil
    Size L (7′ tall)
    Treasure A, C

    Appearance

    An underground dwelling off-shoot of the more common surface dwelling orcs, Subterranean Orcs present an imposing appearance. Standing 7′ tall, they tower over their smaller brethren, approaching nearly the height of ogres. They typically wear well-padded black chain armor and carry small bucklers, arming themselves with heavy scimitars or heavy battleaxes (both inflict 1d4+1d6 points damage per hit, plus strength bonus).

    Subterranean Orcs are sometimes called “Black Orcs”, not only due to their fierce treatment of their enemies (which includes everything that isn’t another Subterranean Orc, and a fair amount who are!), but due to their skin coloration. While their natural skin color is pale, similar to many subterranean creatures, starting in childhood these goblinoids practice the tattooing of black ink onto their entire body. By the time they reach adulthood their entire bodies are tattooed black.

    Combat

    Normal Subterranean Orcs have an equivalent strength of 18/01, thus are able to do extra damage by weapon type. They prefer a heavy scimitar or battleaxe, and eschew spears, bows, and most other distance weapons.

    While they pride themselves on personal fighting ability, the Subterranean Orcs fight in an organized manner. Their training includes not only individual combat, but group combat and the concept of multiple attackers on a single opponent. Their society praises winners and buries losers. Given that many of their enemies are magic or psionics using, good tactics and strategies are part of winning.

    Their chainmail armor is well padded for silence, given that they live in an environment where sounds carry far through silent caverns. As such they surprise non-subterranean dwellers 3 in 6 and are themselves surprised only 1 in 8 by such visitors who are attempting silence. When dealing with subterranean races Subterranean Orcs surprise 2 in 6 and are surprised 1 in 6. They have 9″ infravision and can more readily spot light sources at long distances.

    Over the centuries, they have warred with various “deep” races such as Beholders, Mind Flayers, and Black Elves. They have by necessity developed a degree of resistance to magic. Subterranean Orcs are very aware of spell casters, magic device users, and psionic creatures. Their one concession to distance weapons is against magic/psionics using creatures, upon whom they will use their ability to throw daggers for 2-5 points of damage within 6″.

    Habitat/Society

    Of the humanoid races and their various offshoots, the most mysterious and feared is the Subterranean Orc (also known as Deep Orcs or Iron Orcs). What is known about them, through communication with their more common cousins, is that the Subterranean Orcs were the legendary offspring of a tribe of Orcs which in ages past engaged in a civil war with all of the other Orc tribes. Unsuccessful at imposing their will upon their fellows, they fled deep within the earth, presumably never to be heard from again. It is surmised that there they grew strong and even more hateful, learning to forge steel (or perhaps stealing the secret from Deep Gnomes who learned it from Dwarves), and grew stronger and created an almost completely militaristic society, bent on returning to the surface and wiping out not only what they view as their “weaker” brethren, but all humanoid races and (eventually) conquering human society as well.

    The society of the Subterranean Orcs demands strength and unwavering obedience from its members. Thus, all Subterranean Orcs will have at least 5 hit points per die. Only the strongest and toughest are allowed to live; any perceived as “weak” are forced into gladiatorial combat and either toughen up or are slain.

    When encountered, there is a chance (35%) that they will be returning from a raiding party and have captured some of their weaker brethren or other creatures to use as slaves. If this is the case they will have 1-10 Orcs (85%) or other humanoid creatures (15%) with them, although they are usually bound and severely beaten so as to be little use to their potential “liberators”.

    For every 10 Subterranean Orcs encountered, one “Sergeant” with 5+5 HD, and an equivalent 18/26 Strength will be present. Larger groups will be led by “Captains,” one per 30 Subterranean Orcs, with 7+7 HD and an equivalent 18/51 Strength. This fiend will be in turn attended by at least one Sergeant and two Bodyguards (6+6 HD), who will have the maximum amount of hit points.

    War bands over 100 members will be led by a sub-chief of 9+9HD and 18/76 equivalent Strength. Three Captains will be present and accompanied as above. Clan chieftains would be 11+11 HD, minimum of 7 hp per die, and have 18/00 strength. Their bodyguard consists of two Captains and a Sergeant.

    Their home caverns will house tribes consisting of between 100 and 1,000 male members, with 150% that number of adult females and 200% that number of children. While females are normally not encountered outside the home caverns, they too can fight as 3+3, 4+4, 5+5, or 6+6 HD monsters with damage according to weapon type +1. The smallest children are non-combatants, but half grown children will fight as 1+1, 2+2, or 3+3 HD monsters with damage according to weapon type.

    While Subterranean Orcs cannot be magic users, clerics form an influential part of their society. In some tribes they assist the military leadership; in others they are the military leadership!

    Clerics of any species typically represent the best of the species — Subterranean Orc clerics are no exception. Their clerics must be strong, powerful fighters in personal combat so they can be the best spiritual leaders. As such the clerics are typically physically stronger and better able to survive combat their their peers. The follow table displays the minimum attributes for clerics.

    Cleric Level Hit Dice One Cleric for Every ? Adult Male Minimum Strength Minimum HP per Die
    1 5+5 10 18/51 5
    2 6+6 25 18/51 6
    3 7+7 50 18/76 6
    4 8+8 100 18/76 6
    5 9+9 250 18/91 7
    6 10+10 500 18/91 7
    7 11+11 750 18/00 7

    Ecology

    Subterranean Orcs are omnivorous, but tend to eat more meat when available. While Subterranean Orcs will hunt they typically use slave labor to grow and harvest. Farming is not a fit occupation for soldiers, although minor crimes may be punished by sentencing the guilty to a period of farming, a form of public humiliation.

    Fungus and Underdark growing plants form a large part of their diet. For meat they will normally hunt and eat any edible creatures, although animal husbandry is generally not practiced. Their home caverns will be surrounded on all sides by farm caverns, simultaneously keeping their food supply close, creating a buffer between their home caverns and the outside world, and putting the slaves as the first line of warning of attacks.

    Variants

    No Subterranean Orc crossbreeds exist; their society views crossbreeds as an abomination against their gods so they slay any at birth. More powerful members of the tribe are described above.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The common orcs have 3 Special Abilities (surprise, difficult to surprise, more damage due to strength), and 1 Exceptional Abilities (magic resistance).

    Clerics add 1 Exceptional Ability (spell use).

    Hit Dice AD&D 5% Rule
    Soldiers
    4+4 HD 245 + 5 xp/hp 500 + 6 xp/hp
    5+5 HD 425 + 6 xp/hp 775 + 8 xp/hp
    6+6 HD 500 + 8 xp/hp 1,175 + 10 xp/hp
    7+7 HD 775 + 10 xp/hp 1,900 + 12 xp/hp
    8+8 HD 1,900 + 12 xp/hp 2,850 + 14 xp/hp
    9+9 HD 2,850 + 14 xp/hp 3,550 + 15 xp/hp
    10+10 HD 2,850 + 14 xp/hp 4,250 + 16 xp/hp
    11+11 HD 4,250 + 16 xp/hp 5,050 + 17 xp/hp
    Clerics
    5+5 HD 625 + 6 xp/hp 950 + 8 xp/hp
    6+6 HD 950 + 8 xp/hp 1,450 + 10 xp/hp
    7+7 HD 1,450 + 10 xp/hp 2,300 + 12 xp/hp
    8+8 HD 2,300 + 12 xp/hp 3,450 + 14 xp/hp
    9+9 HD 3,450 + 14 xp/hp 4,275 + 15 xp/hp
    10+10 HD 3,450 + 14 xp/hp 5,100 + 16 xp/hp
    11+11 HD 5,100 + 16 xp/hp 6,075 + 17 xp/hp

    Concept, original statistics, and original description copyright Bill Silvey

    Expanded description copyright 2007 Bryan Fazekas

  • Oni, Noble

    A while ago I stopped using the term “ogre mage”, and started using the original Japanese name, oni. Ogres and oni have nothing in common, so the original name makes more sense.

    I also realized the common oni was scalable, and I like scalable monsters. I developed the idea that oni are commoners, and giving nobles the abilities of wizards makes them pretty darn scary.


    Oni, Noble

    Frequency very rare
    No. Appearing 1d8 (3d4 x 10)
    Armor Class 4 (varies by armor)
    Move 120′ / 180′ (MC:C)
    Hit Dice 5+2 to 10+7
    % in Lair 35%
    No. of Attacks 1 (weapon) or 2 (claw, bite) or 2 (longbow)
    Damage/Attack 1d12+6 or by weapon; 1d8+6, 1d6; or 1d8+6 (x2)
    Special Attacks spells, see below
    Special Defenses regeneration, spells
    Magic Resistance Standard
    Intelligence Average to Genius
    Alignment Lawful Evil
    Size L (8′ to 10′ tall)
    Treasure G, R, S

    published in & Magazine Issue 11, Creature Feature I: Ecology of the Ogre Mage

    Note: This version has been updated and expanded from the published version.

    Appearance

    The so-called ogre magi, called “oni” in their own tongue, are a conundrum. Often associated in lore with common ogres, sages note the two species have nothing in common, including size, appearance, intelligence, and magical ability. The two species are quite different, despite the common name. Note that the use of the word “species” is correct – the oni are not the same race as ogres.

    The oni are taller than ogres, typically ranging from 7′ to 9′, with rare individuals topping 10′. Most have light brown skins, with blue or green tinges in areas such as the ears and between the fingers. Their hair is blonde tinged with green or blue. Their visage is fierce, having protruding tusks and small horns. The horns are ivory colored, their tusks and teeth bright white, and in contrast their finger and toenails are black.

    The oni are similar to many goblinoid races but are not clearly associated with any. Their origins are steeped in mystery.

    Combat

    While the horns are of no obvious combat use the oni may, at extreme need, savage their opponents with their tusks, although this is distasteful to them.

    They generally attack once per round using a variety of spears or bladed pole arms – weapons that human sized creatures consider pole arms. These weapons typically inflict 1d12 or 2d6 hp of damage, plus the oni’s strength. All oni are exceptionally strong by human standards and gain +6 damage on all attacks. Most carry huge longbows which fire heavy arrows, all built to utilize their great strength.

    Common oni wear metal armor equivalent to chain mail and typically carry shields. Noble oni wear finely crafted hardwood armor that is enchanted to the equivalent of Chain Mail +1, +2, or even +3. They carry a similarly enchanted shield, and their weapons are also typically enchanted to up to +3 value.

    Except when defending their homes, they always use good tactics and strategies, and will never sacrifice themselves needlessly, fleeing combat if the odds are against them.

    Powers

    All adult oni regenerate 1 hit point per melee round (lost members must be reattached to regenerate). In addition, they may perform the following feats of magic at will, one power per round: Fly (for 12 turns before resting for 6 turns), Invisibility, Darkness 10′ Radius, Polymorph Self to human (or similar bipedal humanoid form from 4′ to 12′ size). Once each per day they can use the following powers: Charm Person, Sleep, Assume Gaseous Form, and Cone of Cold (8d8 hp damage, forming a cone 5′ diameter at the base, 20′ at the terminus, 60′ long).

    Most oni are the common sort. The individuals typically seen by outsiders are 5+2 HD. However, 10% to 20% of their adult population will be noble oni. The nobles are typically more powerful, able to accept or deflect greater damage then their normal brethren, their hit dice ranging from 6+3 up to 10+7. Fueling their greater stamina is magical power – noble oni study human-style wizardry and have magic user spell levels in addition to their innate abilities. They cast their spells at a mastery level equal to their hit dice.

    The most common correspondence of HD to MU level ability is depicted in the HD/MU Levels table.

    Noble oni maintain wizard-style spell books and must study and memorize their spells as do human magic users. The books are typically 50% to 100% larger and heavier than human books, and Read Magic will always be required to read the spells.

    HD/MU Levels table
    HD MU Level
    6+3 3
    7+4 5
    8+5 7
    9+6 9
    10+7 11

    Habitat/Society

    Outside of their home, the oni encountered are typically small groups of 1d8 individuals.

    They live in clans of 30 to 120 adults, their numbers equally divided between males and females. A clan usually has a number of children equal to the adult population, and the children will have 1 to 4 HD. The older children (4 HD) can and will fight as ogres. Younger children have no effective combat ability.

    Their homes are typically hidden in out-of-the way places, difficult to find, and quite dangerous to enter. They have an affinity for stone similar to gnomes and tend to live in caverns or stone buildings. They fiercely defend their homes and children, and never check morale when doing so. Both sexes attack at +1 to hit and +2 hp/die of damage when defending children.

    Savants note that the resemblance between oni culture and dwarven culture is strong. Both races focus firmly and clan and family, although the difference in basic ethos produces obvious differences.

    The oni tend to avoid non-oni, and interactions with other species take place away from their homes. They do engage in trade, selling finely made metal weapons and armor at premium prices.

    The oni live with a stringent code of honor – their worst crime is violating their clan’s code. The letter of their word will always be kept, and their reaction to non-oni breaking their given word is typically fatal to the oath breaker.

    The oni keep some lesser races as slaves, mostly to perform manual labor. Their standard of behavior is seen by other species as harsh, but the oni are never, by their own beliefs, unnecessarily cruel. It is usual that a clan will keep a number of slaves equal to that of the adult oni population.

    Oni that have been expelled or voluntarily left their clans are an exception. These are few in number but tend to be dangerous beyond their personal abilities. Often these unsavory characters serve as mercenaries or leaders for goblinoids and evil giants, and those expelled for crimes tend towards neutral evil.

    Note: It has been discovered that groups of oni have lived in large human cities, disguising themselves as humans using their Polymorph Self ability (see below). But their purpose(s) for living in the cities has never been determined. Were they spying, or just hiding in plain sight?

    Government

    The oni government is a form of magocracy, with their most powerful wizards as the clan’s ruling council. The ability to use wizardry is apparently inherited, so it is not unusual for leadership to pass from mother to son. The clans are typically widely separated and do not compete for resources, and they engage in trade, including the children of one clan marrying into another.

    The few sages conversant with oni customs note that they have no apparent class boundaries – all oni are princes or princesses, and it is not uncommon for a powerful wizardess to marry a common “prince”. It is noted that their species has many romantics, although such may not be obvious by human standards.

    Oni typically speak numerous languages, including the local human common tongue, various trade and goblinoid languages, plus their own. Few outsiders speak oni.

    Variants

    Druidic sages note the existence of a variant of oni, a separate race aligned to nature and neutrality. If the oni are very rare, the druidic ones are even rarer. Their appearance differs – it is reported that their brown skin has a green cast to it, as do their horns, and their hair is generally a dark green. Their nobles study druidic lore rather than wizard lore, and have as great an ability in that area as their “normal” cousins.

    One story says that the druidic oni who live in desert areas have no green hue to their coloration, but this story is unsubstantiated.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The common oni have 5 Special Abilities (missile discharge, regeneration, high intelligence affecting combat, use of minor spells [powers], and cause more damage than like monsters due to strength), and 0 Exceptional Abilities.

    Noble Oni also have 1 additional Special Ability (using magic armor or weapon) and 1 Exceptional Ability (spell use).

    Hit Dice AD&D 5% Rule
    5+2 HD 525 + 6 xp/hp 525 + 6 xp/hp
    6+3 HD 1,150 + 8 xp/hp 1,150 + 8 xp/hp
    7+4 HD 1,700 + 10 xp/hp 2,800 + 12 xp/hp
    8+5 HD 2,800 + 12 xp/hp 4,200 + 14 xp/hp
    9+6 HD 4,200 + 14 xp/hp 5,275 + 15 xp/hp
    10+7 HD 4,200 + 14 xp/hp 6,350 + 16 xp/hp
  • Oculus Despot

    A challenge was posted on Dragonsfoot some years ago to translate monsters from AD&D to OSRIC, as not all monsters were translated when OSRIC was written. This is my response to the challenge.

    The Beholder is the poster child for AD&D monsters that were poorly written. The details are often vague and have produced a lot of questions posted on Dragonsfoot. While this was planned as a “clean up” of the beholder, the final version went a lot further than a clarification. It is a different monster which can be described as “inspired by” the beholder.


    Oculus Despot

    Frequency very rare
    No. Appearing 1
    Armor Class variable
    Move 30′
    Hit Dice 10 to 17
    % in Lair 80%
    No. of Attacks 1
    Damage/Attack 2d4
    Special Attacks magic
    Special Defenses anti-magic ray, hard to surprise
    Magic Resistance special
    Intelligence Exceptional
    Alignment Lawful Evil
    Size Large (4′-6′ diameter)
    Treasure Treasure: 3d6*100 PP (30%), 2d10 gems (55%), 1d12 jewelry (50%), any 1 magic item (15%), 2d4 potions (40%), 1d4 scrolls (50%)

    published in & Magazine Issue 9, Creature Feature III: Ecology of the Oculus Despot

    Note: This version has been updated and expanded from the published version.

    Appearance

    The horrid oculus despot is normally encountered in desolate places, often underground but sometimes in the wilderness. Its spherical body floats through the air apparently by levitation, although the means is unknown as this levitation functions even in anti-magical areas.

    When first sighting one of these deadly creatures many features fight for the beholder’s attention: the gaping mouth filled with pointed teeth that fills the lower part of the front of the spherical body, the great central eye that fills the space above the mouth, or the over-arching mass of tentacles tipped with smaller eyes that look in all directions.

    The body and tentacles are coated in a chitin-like material that is rough looking and provides protection similar to the stronger plate armors.

    Combat

    While the oculus despot can bite, that is its last line of attack, for it uses the magical abilities of its eyes to horrible effect. At will, the great eye projects an anti-magic ray up to 140′ range, with an initial diameter of 5′ and an ending diameter of 30′. All magic items within the ray must save vs. Disintegrate or be permanently drained of magic. Spell casters must save vs. Death Magic or be unable to cast spells for 1d6 rounds. Note that this attack may be used only on opponents within a 30 degree arc in front of the beast. This power can be used at will.

    It has been reported that some oculi have exhibited different major eye powers, including these:

    1d4 Major Power
    1 Magic Jar, 60′ range
    2 Minor/normal/Major Globe of Invulnerability
    3 Powerword Kill, 60′ range
    4 Powerword Stun, 90′ range

    Note: The Magic Jar and Powerwords affect only a single creature. See the article Expanding the Globes of Invulnerability in this issue (& Magazine, issue 9) for details of the Greater Globe of Invulnerability.

    The creature will have 3d4 functional small eyes. Most oculi will have as many as 12 small eyes, but these are subject to damage and an individual may have fewer functional eyes depending on damage it has suffered recently.

    The small eyes can look in all directions except below the creature. Generally, 1d4 of the eyes may look in any direction, e.g., not all eyes can bear on a single target. Each eye projects a different spell effect, the most common of which are listed in the following table. Note that some effects are designated as a ray, indicating it applies to a single creature, whereas the spell the effect is based upon may affect a larger area. Unless otherwise specified, the effect is equivalent to the referenced spell cast a level equal to the hit dice of the oculus despot.

    1d40 Minor Power
    1 Animate Dead, 30′ range
    2 Cause Blindness, 60′ range
    3 Cause Critical Wounds, 30′ range
    4 Cause Disease, 60′ range
    5 Cause Grievous Wounds, 40′ range
    6 Cause Light Wounds, 70′ range
    7 Cause Moderate Wounds, 60′ range
    8 Cause Serious Wounds, 50′ range
    9 Charm Monster, 60′ range
    10 Charm Person, 60′ range
    11 Command, 60′ range
    12 Curse, reverse Of Bless, 60′ range
    13 Darkness 15′ Radius, 120′ range
    14 Death Ray, 40′ range, single opponent, save vs. Death Magic or die
    15 Disintegrate Ray, 30′ range
    16 Dispel Magic, 60′ range
    17 Fear, as wand, 60′ range
    18 Feeblemind, 60′ range
    19 Flesh-Stone Ray, 30′ range
    20 Fumble, 120′ range
    21 Gust Of Wind, 120′ range
    22 Heat Metal, 40′ range
    23 Hold Person, 90′ range
    24 Levitate, 120′ range
    25 Otiluke’s Freezing Sphere, ray only, 60′ range
    26 Paralyzation, as wand, 60′ range
    27 Poison, 50′ range
    28 Polymorph Other, 60′ range
    29 Push, 60′ range
    30 Ray Of Enfeeblement, 120′ range
    31 Silence 15′ radius, 120′ range
    32 Sleep, 90′ range
    33 Slow, 120′ range
    34 Stinking Cloud, 120′ range
    35 Suggestion, 90′ range
    36 Telekinesis 2,500 GP wt
    37 Transmute rock to mud, 90′ range
    38 Vanish, 60′ range
    39 Wall of Fire, Ice, Force, Iron, or Stone, 60′ range
    40 Web, 120′ range

    Note: 1d40 is not a common roll. To simulate this roll 1d4 and 1d10. Multiply the d4 roll by 10 and add to the d10, excepting when the d4 roll is a 4, in which case discard it. Some examples:

    1d4 = 2 and 1d10 = 9, so 2*10 + 9 = 29

    1d4 = 4 and 1d10 = 6, so 0 + 6 = 6

    Attacks from below prevent the smaller eyes from bearing upon the attacker while attacks from above may allow all smaller eyes to attack a target. Survivors of battles with oculi have reported that given the number of eyes facing in all directions, the oculus despot is impossible to surprise except from beneath, in which case surprise is 3 in 6.

    The body is coated in a chitin-like material that offers excellent protection (AC 0). The tentacles are also covered by the same material, although thinner and lighter, offering lesser protection to those organs (AC 2). The great eye is the least protected, having no such covering (AC 7).

    Rear and side attacks typically target the armored body (75%) although the small eye stalks may be hit (25%). Frontal attacks still typically target the body (75%), with a potential to target the great eye (15%) and the eye stalks (10%). Although the eye stalks (AC 7) and great eye (AC 2) are easier targets the relatively large body attracts the attacker’s focus.

    Note that the body represents 2/3 of the oculus despot’s hit points with the great eye representing the remaining 1/3. Each of the eye stalks takes an additional 1d4+8 hit points of damage to destroy. Destroyed eye stalks will grow back, and even the great eye will grow back if destroyed (loss of all hit points) although that is believed to take significantly longer. Loss of all body hp results in death. Note that oculi will flee if 1/4 of their small eye stalks are destroyed, if the major eye suffers 1/3 hp loss, or if the body suffers 1/2 hp loss.

    Habitat/Society

    All reliable reports indicate the oculus is solitary, an aggressive, greedy creature, wantonly killing for pleasure and treasure. They attack most opponents immediately and with no provocation. However, if confronted with what it believes to be a strongly superior force the creature may negotiate, typically asking a bribe for it to not attack. If battle is going against it, the oculus despot will also negotiate although it will attempt to do so from a position of strength, regardless of what the situation may be. It will keep its word but being exceptionally intelligent it will attempt to twist things in its own favor, and it is not unusual for one to speak 2d4 languages, or possibly even more.

    Although unsubstantiated, one adventurer spoke of a society of oculi, deep beneath the ground. He claimed to have been captured and kept as a slave for more than a decade, escaping when some unknown enemy attacked the city where he was held. Those that interviewed him stated that his mind was unbalanced, possibly by long deprivation, and they were unable to verify his tale.

    Ecology

    Dissection of slain oculi have found nothing resembling reproductive organs, although the internal workings are analogous to mortal creatures and they are omnivorous. Their method of reproduction is unknown.

    One savant reported that an oculus lived in an abandoned dragon’s lair on a high peak, and it supposedly lived there for nearly two centuries before being slain by adventurers. Assuming the tale is correct, it appears their lifespan is at least two centuries.

    Some have been captured, but questioning proved fruitless.

    Variants

    None.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The XP value includes four Special Abilities (minor spells – small eyes, 3 or more attacks per round, difficult to surprise, AC 0 or lower) and one Exceptional Abilities (major spell use – anti-magic ray).

    Hit Dice AD&D 5% Rule
    10 HD 3,300 + 14 xp/hp 4,125 + 15 xp/hp
    11 HD 4,950 + 16 xp/hp 4,950 + 16 xp/hp
    12 HD 4,950 + 16 xp/hp 5,875 + 17 xp/hp
    13 HD 6,800 + 18 xp/hp 6,800 + 18 xp/hp
    14 HD 6,800 + 18 xp/hp 7,900 + 19 xp/hp
    15 HD 9,000 + 20 xp/hp 9,000 + 20 xp/hp
    16 HD 9,000 + 20 xp/hp 10,100 + 22 xp/hp
    17 HD 11,080 + 25 xp/hp 11,200 + 25 xp/hp

     

  • Dungeon/Monster Level

    Figuring out the “dungeon level” of a monster was a mystery for decades, as I missed a small table on page 174 of the Dungeon Masters Guide. It’s easy to miss as it has 5 lines and is not formatted like other tables in the book.

    It’s simple enough to use — just look up the XP value of a monster in the table to determine the dungeon level. Except the XP for a monster varies by the number of hit points, so the level can vary.

    I thought about it and skip the XP for hit points — I total the Base XP, Special XP, and Exceptional XP when determining the level. This is simple and is probably what was intended.

    Following is this table, plus the corresponding table from OSRIC. I often use OSRIC tables in lieu of AD&D tables, as OSRIC is more consistent.

    However, I took a fresh stab at this, starting with 10,001 as the minimum value for 10th level, and divided by 2 until I got 10 levels. I tweaked the values a bit to even them out, which resulted in the column titled “Bryan”.

    Dungeon Level AD&D OSRIC Bryan
    1 1 to 20 1 to 20 1 to 20
    2 21 to 50 21 to 60 21 to 40
    3 51 to 150 61 to 150 41 to 80
    4 151 to 250 151 to 275 81 to 155
    5 251 to 500 276 to 500 156 to 315
    6 501 to 1,000 501 to 1,100 316 to 625
    7 1,001 to 3,000 1,101 to 3,000 626 to 1,250
    8 3,001, to 5,500 3,001 to 5,250 1,251 to 5,000
    9 5,501 to 10,000 5,251 to 10,000 5,001 to 10,000
    10 10,001 + 10,001 + 10,001 +

    Not that Dungeon Level matters much to me. I assume this attribute was designed to help adventure designers pick monsters, and I may look at the level, but choose monsters using other criteria.

    I have been examining the XP system, as it’s just as inconsistent. I use Lenard Lakofka’s 5% Rule tables, which is IMO better, but still not consistent. In this respect the newer D&D games are better.

    Especially with an inconsistent XP system, the Dungeon Level is less useful.

  • Lycanthrope, Were-Moth

    When thinking of material for & Magazine, issue 10 (Shapechangers), I watched The Blood Beast Terror, a 1968 movie starring Peter Cushing. This is a weak lycanthrope, suitable for lower level parties.


    Lycanthrope, Were-Moth

    Frequency very rare
    No. Appearing 1 (2d8)
    Armor Class 7
    Move 120’/240′ (MC:B)
    Hit Dice 1 to 2
    % in Lair 50%
    Treasure Type A
    No. of Attacks 2
    Damage/Attack 1d3, 1d3
    Special Attacks swooping; blood drain
    Special Defenses fear, silver or magic weapon to hit, regeneration
    Magic Resistance standard
    Intelligence Low to High
    Alignment Neutral Evil
    Size M (5-1/2′ to 6-1/2′ tall)

    published in & Magazine Issue 10, Creature Feature III: Ecology of the Were-Moth

    Note: This version has been updated and expanded from the published version.

    Appearance

    Were-moths are always human; it is not believed that other races can succumb to the disease. In human form they appear normal, although they all tend to act distant, as if they are not part of the things around them. Most appear to be scholars or other professions for which a certain amount of standoffishness will be considered normal.

    In were-form their shape is humanoid with a dark grey down covering the body, possessing huge grey-black wings. Their face is a caricature of a human face, dark brown down covering the skin with black patches around the eyes and mouth. The nose is mere slits and the normal jaw is replaced by mandibles, with slashing extensions that the were-moth uses to bleed its victims.

    The visage is terrifying. Upon sighting one of these monstrosities, creatures of less than 1+1 HD/1st level must save vs. paralyzation or be frozen in terror for 1d4+2 rounds. Those making their save will flee in terror for 3d4 rounds. Creatures of 2+4 HD/3rd level or greater must save vs. paralyzation for flee for 2d4 rounds. Creatures of 4+1HD/5th level are unaffected.

    Combat

    In combat they punch with clawed fists, and if both strike in the same round the were-moth slashes its victim with its mandibles for 1d4+1 hp of damage and drains an additional 1d4+1 hp each round thereafter until the victim is dead. The held victim may strike back at -2 and can use only short weapons. A successful Bend Bars roll will free them.

    When possible the were-moth will strike from the air, hitting at +2. If it surprises its victim (roll of 1-3 on d6) it gains an additional +2 to hit and the victim must save vs. paralyzation at -2 or be knocked flat. In this case the were-moth will land on its victim and automatically drain blood (as described above).

    Mundane weapons do not harm were-moths, only silver or magic weapons. If wounded for more than 25% of its hit points the were-moth will flee combat. If wounded for more than 50% of its hit points a were-moth will be unable to fly with a burden, and if wounded for 75% it will be unable to fly until healed.

    Habitat/Society

    Were-moths tend to be solitary; as previously indicated they adopt professions where being aloof is considered normal. However, in rare instances a group may be encountered. The number indicated is those who have reached puberty and have exhibited their lycanthrope form. In addition, there may be 2d6-2 children who are treated as non-combatants.

    They have a blood thirst that must be quenched at least monthly; a pint of human blood is sufficient. However, when first turned or upon reaching puberty, the blood thirst is impossible to control and the were-moth will indiscriminately attack victims and drain them dry. Non-human blood, taken weekly, will delay the blood thirst. However, there is a 10% cumulative chance per week that the were-moth will lose control and drain the first victim it encounters.

    Savants report in a few rare instances a were-moth may become the protector of a village. In exchange for protection the villagers will “donate” a pint of blood from a willing victim each month. Of course, enemies will be drained dry or kept as slave labor / food.

    Ecology

    Unlike other lycanthropes, this condition is not believed to be spread through the bite. Children born to were-moths develop the condition after puberty, and it is believed that drinking the blood of a were-moth will inflict the disease. Newly transformed were-moths will have but 1 HD, while those who have lived with the condition for a decade or more will have 2 HD. New were-moths cannot control their change, which occurs with the full moon. Elder specimens exhibit increasingly more control but are incapable of changing during daylight hours.

    Variants

    None.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The XP value includes five Special Abilities (blood drain, regeneration, fear, swooping, slashing) and zero Exceptional Abilities.

    Hit Dice AD&D 5% Rule
    1 HD II / 30 + 1/hp II / 30 + 1/hp
    2 HD III / 60 + 2/hp III / 110 + 3/hp
  • Greymen

    I created the greymen as a replacement for the drow. While the drow were interesting at first, they tend to be overused in literature as the enemy. The greymen are an unknown and highly variable monster that can shake up a campaign.

    The greymen’s variability allows the monster to scale with the party’s growth, as the DM can continue increasing the power of the greymen. It also keeps the players from being complacent, as they can’t tell by looking exactly what any greyman is.


    Greymen

    Frequency very rare
    No. Appearing 3d6, 5d10, or 50d10
    Armor Class 2
    Move 120′
    Hit Dice 3 (d10)
    % in Lair 20%
    Treasure Type Individually 3d6 SP, 2d6 GP, 1d6 PP/level. In Lair B, C, D
    No. of Attacks 2
    Damage/Attack by weapon +1
    Special Attacks see below
    Special Defenses see below
    Magic Resistance 5%/level (HD)
    Intelligence Low to Exceptional
    Alignment Evil
    Size M (4′ to 7′ tall)

    published in & Magazine Issue 7, Ecology of the Greymen

    Note: This article has been heavily revised from the version originally published.

    Appearance

    Some members of nominally Good races fall in with evil forces of the Lower Outer Planes, and an unlucky few end up residing there permanently. Of this latter group, most find that whatever bargain they struck was a poor one as death comes all too quickly in this hostile environment.

    The ones that survive are typically the strongest, both physically and mentally, of their respective races – such specimens may even thrive in such conditions. Successive generations weed out the weakest as only the strong survive birth, much less childhood in such an unfriendly environment.

    These later generations are generally referred to as the greymen, a moniker gained from their appearance: they tend to be gaunt looking with grayish, ashy skin. Overall, they appear different from Prime Material Plane (PMP) races, as their ancestors may be from numerous alternate PMPs and include crossbreeds not known in the mortal planes.

    Note that appearance can differ greatly from one band to another, depending on the races of their forbears. However, all are easily identified as greymen due to their gauntness and hue of skin.

    Combat

    Greymen are human-sized and are typically stronger than an average human (hence the +1 damage), although smaller specimens may lack the damage bonus and larger ones may have a greater bonus. All are skilled fighters, attacking twice per round with their weapon of choice, typically a long sword. They always wear armor, typically a form of chainmail and shield.

    The greymen’s weapons and armor are made of a strange steel alloy whose hue matches that of their owners. The equipment possesses a demonic sort of magic that is strong anywhere in the Lower Outer Planes. Note that the items do not lose power when on the Inner Planes or PMP, as mortal items do when carried off the PMP. However, the magic does degrade with time when removed from the Outer Planes, typically losing a plus each month the item is outside the Lower Planes. It is unknown if the items regain their power if returned to the Outer Planes before all magic is lost.

    The items carried by typical greymen are of +1 quality, and radiate evil if detection magic is used. Picking up or trying to use these items causes 2d4 points of damage to good-aligned creatures, 1d4 points of damage to those Neutrally aligned, and makes even evil denizens of the PMP uncomfortable. Those not inured to demonic or diabolical forces cannot comfortably use the items.

    The average greyman can be struck by mundane weapons. However, the magical nature of the greymen increases with power – 5th and 6th level greymen require +1 weapons to hit, 7th and 8th require +2 weapons to hit, and 9th level leaders require +3 weapons to hit.

    The more powerful greymen have higher magic resistance, are more likely to have more typical powers, and will often carry better weapons and armor, up to +5 in strength. Typically, 3rd and 4th level greymen will carry +1 items, 5th and 6th will carry +2, 7th will carry +3, 8th will carry +4, and 9th level will carry +5 items. However, this is not a hard rule; lower level greymen may have acquired better armor and weapons by means typically considered foul by Goodly races. Note that the damage inflicted upon good or neutrally aligned creatures who attempt to use these items is commensurately worse, inflicting an additional 1d4 points of damage for each plus above 1.

    Generations of existence in the Lower Outer Planes has developed minor magic resistance in the greymen, and some develop powers that the lesser demons and devils manifest. Each greyman may have as many powers as he has levels, has a 5% chance per level of having each power. For instance, a typical greyman (3rd level) may have as many as 3 powers and has a 15% chance of having each power. Roll on the Typical Powers table for powers, re-rolling duplicates.

    d50 Typical Powers
    1 Blink
    2 Burning Hands
    3 Cause Fear (as wand)
    4 Charm Person or Monster
    5 Clairaudience
    6 Clairvoyance
    7 Command
    8 Comprehend Languages
    9 Continual Darkness
    10 Create Illusion (as wand)
    11 Create Water
    12 Curse (reverse of Bless)
    13 Darkness 5′ Radius
    14 Darkness 10′ Radius
    15 Darkness 15′ Radius
    16 Detect Good 30′ range
    17 Detect Illusion 30′ range
    18 Detect Invisibility 30′ range
    19 Detect Law or Chaos 30′ range
    20 Detect Magic
    21 Dispel Magic
    22 Enlarge/Shrink
    23 ESP
    24 Feather Fall
    25 Find Traps 30′ range
    26 Fly
    27 Gaseous Form
    28 Haste
    29 Hold Person
    30 Improved Sleep
    31 Invisibility
    32 Know Alignment
    33 Levitate
    34 Locate Object
    35 Mirror Image
    36 Obscurement
    37 Passwall
    38 Polymorph Self
    39 Protection from Good
    40 Pyrotechnics
    41 Read Languages
    42 Regenerate 1 hp/round
    43 Shocking Grasp
    44 Sleep
    45 Stinking Cloud
    46 Suggestion
    47 Telepathy
    48 Water Breathing
    49 Water Walk
    50 Web

    Those of 6th level or greater have a 5%/level of possessing one Special Power in addition to other powers.

    d20 Special Powers
    1 Animate Dead
    2 Cause Critical Wounds by touch
    3 Cause Serious Wounds by touch
    4 Dimension Door
    5 Magic Jar
    6 Polymorph Other
    7 Project Image
    8 Shape Change
    9 Symbol of Discord
    10 Symbol of Fear
    11 Symbol of Pain
    12 Symbol of Sleep
    13 Symbol of Stunning
    14 Telekinese 1,000-6,000 gp wt
    15 Teleport
    16 Transmute Rock to Mud
    17 Wall of Fire
    18 Wall of Force
    19 Wall of Ice
    20 Wall of Iron

    In addition, these more powerful greymen have a 2%/level chance of gating in a devil/daemon/demon (depending upon alignment) once each day. They are loath to do this as the gated being will demand a reward for its help, but in extreme cases the greymen will do so.

    Leader types also have a 3% chance/per level of being a magic user or cleric (60%/40% chance). The highest reported level magic user or cleric encountered was 9th level. Note: These special leaders always attack on the fighter table regardless of their other class.

    The strategies and tactics used by the greymen vary dramatically with alignment and intelligence. Individually the CE greymen tend to be more likely to attack without a well thought out strategy, while the LE ones will generally use a well-constructed plan. Neutral Evil greymen are potentially the most dangerous, as they are harder to predict.

    Those that rise in the ranks will always be the most intelligent, cunning, and brutal members of their race. Note that any one of these attributes will suffice to elevate an individual above their norm, but the highest levels require a combination of the traits. Competition is fierce and fatal.

    The highest level greymen are individually quite deadly. As a result, all wise devils, daemons, and demons lords watch their greymen minions with care.

    Habitat/Society

    The greymen are native to all of the Lower Outer Planes – those dwelling in the Hells tend towards Lawful Evil, those in the Abyss towards Chaotic Evil, and the remainder towards Neutral Evil. Most serve a major denizen of their home plane, living in a militaristic society. The details of each group vary dramatically, depending on the alignment of the plane and the wishes of their Lord.

    Groups vary in size, ranging from 50 to 500 adults and double that number of children. If a major Lord has more than 500 greymen in their employ, it’s normally multiple groups. Historically, larger groups of greymen have overthrown their Lord, so the wise limit group size to reduce the likelihood of a similar occurrence.

    Groups of greymen will be led by stronger specimens, as indicated below.

    # 3 HD Level
    10 4
    25 5
    50 6
    100 7
    250 8
    500 9

    For example, a group of fifty 3HD greymen will be led by a 6HD leader with two 5HD adjutants, and five 4HD sub-adjutants.

    Advancement in most of these societies is based upon ability, although among the more chaotic, treachery has its place.

    Unlike many human populations, greymen women are as capable in combat as the males. As a result, the numbers of each sex are fairly even. Fighting is taught at a very young age, so children ages 3 to 6 are armed with small knives and will attack as kobolds. Children aged 7 to 10 attack as 1st level fighters, while children aged 11 to 14 attack as 2nd level fighters. At age 15 they are considered adult and attack as 3rd level fighters.

    Encounters outside of a home area are normally fighting bands. Only 5% are a family unit of 1d10 adults and 4d6 children who are traveling.

    Some notable greymen may separate from their Lord and form mercenary bands, ranging in size from 10 to 200 individuals, with equal chances of male and female. 95% of a band will be the same alignment as the leader.

    Additionally, “feral” bands exist outside the normal structures of the Lower Planes. These groups, varying in size from 10 to 1,000 adults, avoid the forces of the major figures of their home planes. These groups will not openly aid adventurers to avoid reprisals, but if the risk is low, they may provide covert aid.

    Level/XP Value

    The make-up of greymen is variable, so assigning experience point values and dungeon levels is not easily done. They may have the following Special Abilities:

    1. use of minor magic armor or weapon (+1 or +2)
    2. silver or +1 weapon to hit
    3. minor powers (for those that roll it)
    4. AC 0 or lower (have to calculate AC)

    They may have the following Exceptional Abilities:

    1. use of major armor or weapon (+3 or better) [if they have this they will not have #a]
    2. +2 weapon to hit [if they have this they will not have #b]
    3. major power (for those that roll it)
    4. magic resistance up to 25% OR magic resistance 26% to 50% [when calculating XP I award 1 Exceptional Ability for magic resistance of 1% to 25%, two for 26% to 50%, three for 51% to 75%, and four for 76% to 100%]
    5. spell use (for clerics and magic users)

    The XP calculations for each HD of greyman is:

    Hit Dice AD&D 5% Rule
    3 HD 35 + #SA*15 + #EA*55 + 3/hp 60 + #SA*25 + #EA*65 + 4/hp
    4 HD 60 + #SA*25 + #EA*65 + 4/hp 90 + #SA*40 + #EA*75 + 5/hp
    5 HD 90 + #SA*40 + #EA*75 + 5/hp 150 + #SA*75 + #EA*125 + 6/hp
    6 HD 150 + #SA*75 + #EA*125 + 6/hp 225 + #SA*125 + #EA*175 + 8/hp
    7 HD 225 + #SA*125 + #EA*175 + 8/hp 375 + #SA*175 + #EA*275 + 10/hp
    8 HD 375 + #SA*175 + #EA*275 + 10/hp 600 + #SA*300 + #EA*400 + 12/hp
    9 HD 600 + #SA*300 + #EA*400 + 12/hp 900 + #SA*450 + #EA*600 + 14/hp

    Add the Base XP, Special XP, and Exceptional XP and lookup on the table on the Dungeon/Monster Level table to determine the dungeon level of each greyman.


    Example: 3 HD soldier, 15 hp, armed with Shield +1 and Chain Mail +1 (AC2), Long Sword +1, has no Typical powers, 15% magic resistance. This one has one SA [use of minor magic armor or weapon] and one EA [magic resistance 15%], so the XP value is: 35 + 1*15 + 1*55 + 3*15 = 150 XP, which is Level III.

    Example: 7 HD leader, 42 hp, armed with Shield +3 and Chain Mail +3 (AC-2), Long Sword +3, has 3 Typical powers, 1 Special Power, requires a +2 weapon to hit, 35% magic resistance (counts as 2). This one has 2 SA [AC 0 or lower, minor power] and 5 EA [use of major magic item, special power, +2 weapon to hit, magic resistance (2)], so the XP value is: 225 + 2*125 + 5*175 + 8*42 = 1,686 XP, which is Level VII.

    Example: same 7 HD leader is a cleric or magic user, XP increases for 1 additional EA: 1,861 XP.